void kinectPointCloudApp::createVbo() { gl::VboMesh::Layout layout; layout.setStaticPositions(); layout.setStaticTexCoords2d(); layout.setStaticIndices(); std::vector<Vec3f> positions; std::vector<Vec2f> texCoords; std::vector<uint32_t> indices; int numVertices = VBO_X_RES * VBO_Y_RES; int numShapes = ( VBO_X_RES - 1 ) * ( VBO_Y_RES - 1 ); mVboMesh = gl::VboMesh( numVertices, numShapes, layout, GL_POINTS ); for( int x=0; x<VBO_X_RES; ++x ){ for( int y=0; y<VBO_Y_RES; ++y ){ indices.push_back( x * VBO_Y_RES + y ); float xPer = x / (float)(VBO_X_RES-1); float yPer = y / (float)(VBO_Y_RES-1); positions.push_back( Vec3f( ( xPer * 2.0f - 1.0f ) * VBO_X_RES, ( yPer * 2.0f - 1.0f ) * VBO_Y_RES, 0.0f ) ); texCoords.push_back( Vec2f( xPer, yPer ) ); } } mVboMesh.bufferPositions( positions ); mVboMesh.bufferIndices( indices ); mVboMesh.bufferTexCoords2d( 0, texCoords ); }
void EpicMonsterApp::setupVBO(){ /* A dummy VboMesh the same size as the texture to keep the vertices on the GPU */ int totalVertices = SIDE * SIDE; vector<Vec2f> texCoords; vector<uint32_t> indices; gl::VboMesh::Layout layout; layout.setStaticIndices(); layout.setStaticPositions(); layout.setStaticTexCoords2d(); layout.setStaticNormals(); layout.setDynamicColorsRGBA(); glPointSize(1.0f); mVboMesh = gl::VboMesh( totalVertices, totalVertices, layout, GL_POINTS); for( int x = 0; x < SIDE; ++x ) { for( int y = 0; y < SIDE; ++y ) { indices.push_back( x * SIDE + y ); texCoords.push_back( Vec2f( x/(float)SIDE, y/(float)SIDE ) ); } } mVboMesh.bufferIndices( indices ); mVboMesh.bufferTexCoords2d( 0, texCoords ); }
void BouncingBallsApp::setup() { // randomize the random generator Rand::randSeed( clock() ); // mUseMotionBlur = true; // set some kind of sensible maximum to the frame rate setFrameRate(100.0f); // initialize simulator mStepsPerSecond = 60; mStepsPerformed = 0; // create a single ball mBalls.push_back( BallRef( new Ball() ) ); // create ball mesh ( much faster than using gl::drawSolidCircle() ) size_t slices = 20; std::vector<Vec3f> positions; std::vector<Vec2f> texcoords; std::vector<uint32_t> indices; indices.push_back( positions.size() ); texcoords.push_back( Vec2f(0.5f, 0.5f) ); positions.push_back( Vec3f::zero() ); for(size_t i=0;i<=slices;++i) { float angle = i / (float) slices * 2.0f * (float) M_PI; Vec2f v(sinf(angle), cosf(angle)); indices.push_back( positions.size() ); texcoords.push_back( Vec2f(0.5f, 0.5f) + 0.5f * v ); positions.push_back( Ball::RADIUS * Vec3f(v, 0.0f) ); } gl::VboMesh::Layout layout; layout.setStaticPositions(); layout.setStaticTexCoords2d(); layout.setStaticIndices(); mMesh = gl::VboMesh( (size_t) (slices + 2), (size_t) (slices + 2), layout, GL_TRIANGLE_FAN ); mMesh.bufferPositions( &positions.front(), positions.size() ); mMesh.bufferTexCoords2d(0, texcoords); mMesh.bufferIndices( indices ); // load texture mTexture = gl::Texture( loadImage( loadAsset("ball.png") ) ); // start simulation mTimer.start(); }
void GeometryShaderApp::update() { // brute-force method: recreate mesh if anything changed if( !mVboMesh ) { if( mPoints.size() > 1 ) { // create a new vector that can contain 3D vertices std::vector<Vec3f> vertices; // to improve performance, make room for the vertices + 2 adjacency vertices vertices.reserve( mPoints.size() + 2); // first, add an adjacency vertex at the beginning vertices.push_back( 2.0f * Vec3f(mPoints[0]) - Vec3f(mPoints[1]) ); // next, add all 2D points as 3D vertices std::vector<Vec2f>::iterator itr; for(itr=mPoints.begin();itr!=mPoints.end();++itr) vertices.push_back( Vec3f( *itr ) ); // next, add an adjacency vertex at the end size_t n = mPoints.size(); vertices.push_back( 2.0f * Vec3f(mPoints[n-1]) - Vec3f(mPoints[n-2]) ); // now that we have a list of vertices, create the index buffer n = vertices.size() - 2; std::vector<uint32_t> indices; indices.reserve( n * 4 ); for(size_t i=1;i<vertices.size()-2;++i) { indices.push_back(i-1); indices.push_back(i); indices.push_back(i+1); indices.push_back(i+2); } // finally, create the mesh gl::VboMesh::Layout layout; layout.setStaticPositions(); layout.setStaticIndices(); mVboMesh = gl::VboMesh( vertices.size(), indices.size(), layout, GL_LINES_ADJACENCY_EXT ); mVboMesh.bufferPositions( &(vertices.front()), vertices.size() ); mVboMesh.bufferIndices( indices ); } else mVboMesh = gl::VboMesh(); } }
void FastTrailsApp::setup() { // initialize camera CameraPersp cam( getWindowWidth(), getWindowHeight(), 60.0f, 0.1f, 500.0f ); cam.setEyePoint( Vec3f(0, 0, -100.0f) ); cam.setCenterOfInterestPoint( Vec3f::zero() ); mCamera.setCurrentCam( cam ); // load texture try { mTexture = gl::Texture( loadImage( loadAsset("gradient.png") ) ); } catch( const std::exception &e ) { console() << e.what() << std::endl; } // create VBO mesh gl::VboMesh::Layout layout; layout.setDynamicPositions(); layout.setStaticIndices(); layout.setStaticTexCoords2d(); mVboMesh = gl::VboMesh( TRAIL_LENGTH, TRAIL_LENGTH, layout, GL_TRIANGLE_STRIP ); // observation: indices and texture coordinates never change std::vector< uint32_t > indices; indices.reserve( TRAIL_LENGTH ); std::vector< Vec2f > texcoords; texcoords.reserve( TRAIL_LENGTH ); for( size_t i=0; i<TRAIL_LENGTH; ++i ) { indices.push_back( i ); float x = math<float>::floor( i * 0.5f ) / ( TRAIL_LENGTH * 0.5f ); float y = float( i % 2 ); texcoords.push_back( Vec2f( x, y ) ); } // create index and texture coordinate buffers mVboMesh.bufferIndices( indices ); mVboMesh.bufferTexCoords2d( 0, texcoords ); // clear our trail buffer mTrail.clear(); // initialize time and angle mTime = getElapsedSeconds(); mAngle= 0.0f; // disable vertical sync, so we can see the actual frame rate gl::disableVerticalSync(); }
void VboSampleApp::setup() { mCamera.setAspectRatio(getWindowAspectRatio()); mTexture = bluegin::getTextureAsset("cinder_logo.png"); mTexture.setMinFilter(GL_LINEAR); mTexture.setMagFilter(GL_LINEAR); gl::VboMesh::Layout layout; layout.setStaticIndices(); layout.setStaticPositions(); layout.setStaticTexCoords2d(); const int vertexCount = 4; const int indexCount = 6; mVboMesh = gl::VboMesh( vertexCount, indexCount, layout, GL_TRIANGLES ); vector<Vec3f> positions; positions.push_back(Vec3f(-1.0f, 1.0f, 0)); positions.push_back(Vec3f(-1.0f, -1.0f, 0)); positions.push_back(Vec3f(1.0f, -1.0f, 0)); positions.push_back(Vec3f(1.0f, 1.0f, 0)); mVboMesh.bufferPositions(positions); vector<Vec2f> texcoords; texcoords.push_back(Vec2f(0, 0)); texcoords.push_back(Vec2f(0, 1.0f)); texcoords.push_back(Vec2f(1.0f, 1.0f)); texcoords.push_back(Vec2f(1.0f, 0)); mVboMesh.bufferTexCoords2d(0, texcoords); vector<index_t> indices; indices.push_back(index_t(0)); indices.push_back(index_t(1)); indices.push_back(index_t(2)); indices.push_back(index_t(2)); indices.push_back(index_t(3)); indices.push_back(index_t(0)); mVboMesh.bufferIndices(indices); }
void FolApp::createVbo() { gl::VboMesh::Layout layout; layout.setStaticPositions(); layout.setStaticTexCoords2d(); layout.setStaticIndices(); std::vector<Vec3f> positions; std::vector<Vec2f> texCoords; std::vector<uint32_t> indices; int numVertices = VBO_X_SIZE * VBO_Y_SIZE; int numShapes = ( VBO_X_SIZE - 1 ) * ( VBO_Y_SIZE - 1 ); mVboMesh = gl::VboMesh( numVertices, numShapes, layout, GL_POINTS ); for ( int x = 0; x < VBO_X_SIZE; x++ ) { for ( int y = 0; y < VBO_Y_SIZE; y++ ) { indices.push_back( x * VBO_Y_SIZE + y ); float xPer = x / (float)( VBO_X_SIZE - 1 ); float yPer = y / (float)( VBO_Y_SIZE - 1 ); /* positions.push_back( Vec3f( ( xPer * 2.0f - 1.0f ) * VBO_X_SIZE, ( yPer * 2.0f - 1.0f ) * VBO_Y_SIZE, 0.0f ) ); */ positions.push_back( Vec3f( x, y, 0 ) ); texCoords.push_back( Vec2f( xPer, yPer ) ); } } mVboMesh.bufferPositions( positions ); mVboMesh.bufferIndices( indices ); mVboMesh.bufferTexCoords2d( 0, texCoords ); //mVboMesh.unbindBuffers(); }
void AudioVisualizerApp::setup() { // initialize signals signalChannelEnd = false; // make a list of valid audio file extensions and initialize audio variables const char* extensions[] = {"mp3", "wav", "ogg"}; mAudioExtensions = vector<string>(extensions, extensions+2); mAudioPath = getAssetPath(""); mIsAudioPlaying = false; // setup camera mCamera.setPerspective(50.0f, 1.0f, 1.0f, 10000.0f); mCamera.setEyePoint( Vec3f(-kWidth/4, kHeight/2, -kWidth/8) ); mCamera.setCenterOfInterestPoint( Vec3f(kWidth/4, -kHeight/8, kWidth/4) ); // create channels from which we can construct our textures mChannelLeft = Channel32f(kBands, kHistory); mChannelRight = Channel32f(kBands, kHistory); memset( mChannelLeft.getData(), 0, mChannelLeft.getRowBytes() * kHistory ); memset( mChannelRight.getData(), 0, mChannelRight.getRowBytes() * kHistory ); // create texture format (wrap the y-axis, clamp the x-axis) mTextureFormat.setWrapS( GL_CLAMP ); mTextureFormat.setWrapT( GL_REPEAT ); mTextureFormat.setMinFilter( GL_LINEAR ); mTextureFormat.setMagFilter( GL_LINEAR ); // compile shader try { mShader = gl::GlslProg( loadAsset("shaders/spectrum.vert"), loadAsset("shaders/spectrum.frag") ); } catch( const std::exception& e ) { console() << e.what() << std::endl; quit(); return; } // create static mesh (all animation is done in the vertex shader) std::vector<Vec3f> vertices; std::vector<Colorf> colors; std::vector<Vec2f> coords; std::vector<size_t> indices; for(size_t h=0;h<kHeight;++h) { for(size_t w=0;w<kWidth;++w) { // add polygon indices if(h < kHeight-1 && w < kWidth-1) { size_t offset = vertices.size(); indices.push_back(offset); indices.push_back(offset+kWidth); indices.push_back(offset+kWidth+1); indices.push_back(offset); indices.push_back(offset+kWidth+1); indices.push_back(offset+1); } // add vertex vertices.push_back( Vec3f(float(w), 0, float(h)) ); // add texture coordinates // note: we only want to draw the lower part of the frequency bands, // so we scale the coordinates a bit const float part = 0.5f; float s = w / float(kWidth-1); float t = h / float(kHeight-1); coords.push_back( Vec2f(part - part * s, t) ); // add vertex colors colors.push_back( Color(CM_HSV, s, 0.5f, 0.75f) ); } } gl::VboMesh::Layout layout; layout.setStaticPositions(); layout.setStaticColorsRGB(); layout.setStaticIndices(); layout.setStaticTexCoords2d(); mMesh = gl::VboMesh(vertices.size(), indices.size(), layout, GL_TRIANGLES); mMesh.bufferPositions(vertices); mMesh.bufferColorsRGB(colors); mMesh.bufferIndices(indices); mMesh.bufferTexCoords2d(0, coords); // play audio using the Cinder FMOD block FMOD::System_Create( &mFMODSystem ); mFMODSystem->init( 32, FMOD_INIT_NORMAL | FMOD_INIT_ENABLE_PROFILE, NULL ); mFMODSound = nullptr; mFMODChannel = nullptr; playAudio( findAudio( mAudioPath ) ); mIsMouseDown = false; mMouseUpDelay = 30.0; mMouseUpTime = getElapsedSeconds() - mMouseUpDelay; // the texture offset has two purposes: // 1) it tells us where to upload the next spectrum data // 2) we use it to offset the texture coordinates in the shader for the scrolling effect mOffset = 0; }
void millionParticlesApp::setup() { gl::clear(); try { mPosShader = gl::GlslProg(ci::app::loadResource(POS_VS),ci::app::loadResource(POS_FS)); mVelShader = gl::GlslProg(ci::app::loadResource(VEL_VS),ci::app::loadResource(VEL_FS)); } catch( gl::GlslProgCompileExc &exc ) { std::cout << "Shader compile error: " << std::endl; std::cout << exc.what(); } catch( ... ) { std::cout << "Unable to load shader" << std::endl; } //controls mDrawTextures = false; mIsFullScreen = false; mFrameCounter = 0; mPerlin = Perlin(32,clock() * .1f); //initialize buffer Surface32f mPosSurface = Surface32f(PARTICLES,PARTICLES,true); Surface32f mVelSurface = Surface32f(PARTICLES,PARTICLES,true); Surface32f mInfoSurface = Surface32f(PARTICLES,PARTICLES,true); Surface32f mNoiseSurface = Surface32f(PARTICLES,PARTICLES,true); Surface32f::Iter iterator = mPosSurface.getIter(); while(iterator.line()) { while(iterator.pixel()) { mVertPos = Vec3f(Rand::randFloat(getWindowWidth()) / (float)getWindowWidth(), Rand::randFloat(getWindowHeight()) / (float)getWindowHeight(),0.0f); //velocity Vec2f vel = Vec2f(Rand::randFloat(-.005f,.005f),Rand::randFloat(-.005f,.005f)); float nX = iterator.x() * 0.005f; float nY = iterator.y() * 0.005f; float nZ = app::getElapsedSeconds() * 0.1f; Vec3f v( nX, nY, nZ ); float noise = mPerlin.fBm( v ); float angle = noise * 15.0f ; //vel = Vec3f( cos( angle ) * 6.28f, cos( angle ) * 6.28f, 0.0f ); //noise mNoiseSurface.setPixel(iterator.getPos(), Color( cos( angle ) * Rand::randFloat(.00005f,.0002f), sin( angle ) * Rand::randFloat(.00005f,.0002f), 0.0f )); //position + mass mPosSurface.setPixel(iterator.getPos(), ColorA(mVertPos.x,mVertPos.y,mVertPos.z, Rand::randFloat(.00005f,.0002f))); //forces + decay mVelSurface.setPixel(iterator.getPos(), Color(vel.x,vel.y, Rand::randFloat(.01f,1.00f))); //particle age mInfoSurface.setPixel(iterator.getPos(), ColorA(Rand::randFloat(.007f,1.0f), 1.0f,0.00f,1.00f)); } } //gl texture settings gl::Texture::Format tFormat; tFormat.setInternalFormat(GL_RGBA16F_ARB); gl::Texture::Format tFormatSmall; tFormat.setInternalFormat(GL_RGBA8); mSpriteTex = gl::Texture( loadImage( loadResource( "point.png" ) ), tFormatSmall); mNoiseTex = gl::Texture(mNoiseSurface, tFormatSmall); mNoiseTex.setWrap( GL_REPEAT, GL_REPEAT ); mNoiseTex.setMinFilter( GL_NEAREST ); mNoiseTex.setMagFilter( GL_NEAREST ); mPosTex = gl::Texture(mPosSurface, tFormat); mPosTex.setWrap( GL_REPEAT, GL_REPEAT ); mPosTex.setMinFilter( GL_NEAREST ); mPosTex.setMagFilter( GL_NEAREST ); mVelTex = gl::Texture(mVelSurface, tFormat); mVelTex.setWrap( GL_REPEAT, GL_REPEAT ); mVelTex.setMinFilter( GL_NEAREST ); mVelTex.setMagFilter( GL_NEAREST ); mInfoTex = gl::Texture(mInfoSurface, tFormatSmall); mInfoTex.setWrap( GL_REPEAT, GL_REPEAT ); mInfoTex.setMinFilter( GL_NEAREST ); mInfoTex.setMagFilter( GL_NEAREST ); //initialize fbo gl::Fbo::Format format; format.enableDepthBuffer(false); format.enableColorBuffer(true, 3); format.setMinFilter( GL_NEAREST ); format.setMagFilter( GL_NEAREST ); format.setWrap(GL_CLAMP,GL_CLAMP); format.setColorInternalFormat( GL_RGBA16F_ARB ); mFbo[0] = gl::Fbo(PARTICLES,PARTICLES, format); mFbo[1] = gl::Fbo(PARTICLES,PARTICLES, format); initFBO(); //fill dummy fbo vector<Vec2f> texCoords; vector<Vec3f> vertCoords, normCoords; vector<uint32_t> indices; gl::VboMesh::Layout layout; layout.setStaticIndices(); layout.setStaticPositions(); layout.setStaticTexCoords2d(); layout.setStaticNormals(); mVbo = gl::VboMesh(PARTICLES*PARTICLES,PARTICLES*PARTICLES,layout,GL_POINTS); for (int x = 0; x < PARTICLES; ++x) { for (int y = 0; y < PARTICLES; ++y) { indices.push_back( x * PARTICLES + y); texCoords.push_back( Vec2f( x/(float)PARTICLES, y/(float)PARTICLES)); } } mVbo.bufferIndices(indices); mVbo.bufferTexCoords2d(0, texCoords); }